INWO Deck -- Save the Earth...for Us!
By Doug Ingram
The Deck
Illuminati
Groups
- Al Gore
- Anti-Nuke Activists
- Canada
- France
- The Green Party
- Lama Ramadingdong
- Princess Di
- Red Cross
- Swingers
- Underground News
- Vatican City
Resources
- The Big Prawn (UNIQUE)
- Immortality Serum
- Orbital Mind Control Lasers (UNIQUE)
- Perpetual Motion Machine (UNIQUE)
Plots
- Back to the Salt Mines
- Benefit Concert x2
- Cover of Darkness
- Early Warning
- Forgery
- GOAL: Hail Eris!
- Good Polls x2
- Kinder and Gentler x2
- Liberal Agenda
- Martyrs x2
- Messiah
- Murphy's Law
- Nevermore!
- NWO BLUE: Global Warming
- NWO RED: Peace In Our Time
- NWO RED: Political Correctness
- Nobel Peace Prize
- Oil Spill
- Read My Lips
- Save the Whales x2
- Secrets Man Was Not Meant to Know x2
- Seize The Time!
- Self-Esteem
If no duplicates allowed, then replace duplicates with:
- Giant Kudzu
- Emergency Powers
- Senate Investigating Committee
- Swiss Bank Account
- Commitment
- Bribery
- Exorcism
This deck was designed by Doug Ingram (ingram@u.washington.edu).
It works under the following rules:
- Auto-takeovers allowed
- Play to 11 or more groups
- Duplicates allowed (but alternative plots suggested otherwise).
- 4 or more players (haven't tried it in a smaller game).
When I design decks, I'm generally reluctant to include a lot of rares.
At least, I try not to include rares that are crucial to the deck. In
this case, though, I can't offer alternatives for all the rares. I will
say that the most important rare cards here are Canada and The Big Prawn.
The Red Cross is also rather important, especially in a game against Cthulhu,
since it offers additional disaster protection and some peaceful power.
There are other groups that have similar functions compared to Swingers
and Underground News (Eco-Guerrilas comes to mind, for example, and there
are other Liberal and/or Green groups). The other rares and their
alternatives will be discussed below.
Strategy
Lead
Well, even though it's obvious for Shangri-La, I suggest a lead
of Vatican City. If that bounces, go for Canada. Assuming you have the
Vatican out, get out the Orbital Mind Control Lasers on your first turn
if you have it in your hand (50% chance). Now you've got an easy
defense against an early ambush by a power-monger like Bavaria since
you are immune to Peaceful groups. It's also important to get and
KEEP the Lasers out, though this can be extremely difficult. There
are a few plot cards in the deck to help you with this. Just remember,
your 2nd most important goal in this game is to get and keep control of
the Orbital Mind Control Lasers. Do whatever it takes to do that. You
can win without them, but it is much more difficult. Your MOST important
goal in the game is to ensure "NWO Blue: World Hunger" doesn't come out
(or stay out)...keep your Blue NWO aside for this emergency.
Early Game
Build slowly. If you get a power increase plot card, put it
in play ASAP. The best combinations are:
- Nobel Peace Prize --> Lama Ramadingdong (*)
- Self-Esteem --> France, Princess Di, Swingers
- Emergency Powers --> France, Canada (Al Gore isn't bad, though)
First, let's look at the Lama. Unless you get Messiah into
your hand early, you'll want to boost the Lama's power ASAP since he
gets to defend all of your other Green groups as a free move. If
you get Messiah, clearly the Lama is the best choice with Princess Di
second best. It's pretty easy to have a power 8 or 9 Lama at the
end of your second turn. Give Shangri-La its normal +5 against attacks
in addition to the free move capability, and you won't have to worry
about people attacking you all that much, even if you spend your tokens.
You'll want to get France's power up as high as possible quickly
as well for the same reason. With a powered-up France and Lama in the
game and all of those Liberal/Green groups, you're damned hard to attack.
TAKE ADVANTAGE OF THIS by liberally spending the action tokens from your
groups to inhibit the growth of other players. This is crucial because
you don't have that many offensive plot cards. Make your power felt
through action tokens whenever you can.
As for groups, I've already implied it above, but you'll want
to get out France and Lama pretty quickly. France, in fact, is a good
third priority lead behind the Vatican and Canada.
Offense and Defense
Defensively, as I've said, your groups and natural bonuses are
going to be tough to overcome. If Cthulhu is in the game or someone
looks disaster-happy (with groups that aid disasters), then get the
Red Cross out on the first turn, if possible. Just be sure those
disasters, when they do get played, go toward someone else's places.
Also, a nice idea is to offer any Cthulhu player an Oil Spill card
in trade for a promise not to throw any disasters your way. It'll have
a better chance to succeed if Cthulhu plays it.
Probably your biggest enemy, as a group, is Newt Gingrich, who
has a base chance of +14 to destroy Liberal groups (his mere presence
nullifies your +5 extra defense as Shangri-La for your Liberal groups).
If he comes out, do something to neutralize him, if necessary with the
OMCL's (turn him violent so he's eligible to be destroyed, then attack
with all of the Liberal/Peaceful power you own). Get help if you need it.
Cut deals. The three most dangerous cards in the game for you are
(in order):
World Hunger, Newt Gingrich, (someone else's) OMCL's
Offensively, you'll be limited in destroying things by the fact
you're Shangri-La, and there won't be too many groups out there (probably)
that fit well enough into your power structure that it will be worth
the effort to steal them away from someone else. So you'll need to
concentrate on using your power to interfere with (or help) the actions
of other players. Don't hesitate to do it, keeping in mind your strong
defensive position.
General Strategy
I include "Hail Eris!" in the deck because it is easy to get
two powerful weird groups in your own structure. With the OMCL's, you
can always give yourself another Weird group on a moment's notice if
you manage to draw this goal. This is more likely to happen in a long
game. In a short game, your best bet for the quick win is the 30 power
goal for Peaceful groups. Save your Kinder & Gentler card(s) for
OTHER power structures, especially their powerful liberal groups, both
because you can then boost them with "Political Correctness" and
because you are immune to them if the Vatican is out.
I've avoided the standard Elvis/Church of Elvis that seems to
plague all Shangri-La decks because it is predictable and boring. As
far as I'm concerned, a Shangri-La player with EITHER of those two
cards out is essentially trumpeting out his eventual goal to the rest
of the world, which in any INWO game with competent players, is a
mortal sin. Remember, you can get to 30 pretty quickly in a variety of
weird circumstances (Messiah and Kinder & Gentler creates as much
as 12 peaceful power all at once...combined these two with "PC" and
you can blind-side a lot of good players, though I'll grant this takes
some luck to get the right plot cards).
Finally, if there's another Shangri-La player in the game, it
is likely you will work extremely well together. That's because, other
than the Vatican, this deck doesn't have other groups that are common
to other Shangri-La decks I tend to see. Be sure to role-play this
deck...especially if you can get "Pope Lama" under the Vatican.
Thanks to Aaron Curtis for the title suggestion.
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